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Orbdale

Orbdale Terrain · Blueprint · Make and Break

Break Orbdale Terrain Net Ack

Experimental

The client's acknowledgement (ServerAck, unreliable, 4 Hz): a lost one is replaced by the next.

Node

Blueprint Break Orbdale Terrain Net Ack
The graph as text
  1. Break Orbdale Terrain Net Ack (structure)
    • In Orbdale Terrain Net Ack (OrbdaleTerrainNetAck): not connected
    • Out Join (Integer): not connected
    • Out Received Seq (Integer64): not connected
    • Out Applied Seq (Integer64): not connected
    • Out Join Bytes Received (Integer64): not connected
    • Out Verdict (EOrbdaleTerrainNetVerdict): not connected
    • Out Good Seq (Integer64): not connected
    • Out Bad Seq (Integer64): not connected
Palette
The struct’s pin menu (drag from a Orbdale Terrain Net Ack pin), or search “Break Orbdale Terrain Net Ack”
Node
structure
Module
OrbdaleTerrain

Inputs

PinTypeDefaultMeaning
Orbdale Terrain Net AckOrbdale Terrain Net Ack——

Outputs

PinTypeMeaning
JoinInteger

The Welcome's Join this ack belongs to.

Received SeqInteger64

The newest record received (the flow-control window).

Applied Seq (advanced)Integer64

The newest record applied.

Join Bytes Received (advanced)Integer64—
Verdict (advanced)EOrbdaleTerrainNetVerdict—
Good Seq (advanced)Integer64

The last checkpoint that matched; 0 before any.

Bad Seq (advanced)Integer64

With Mismatch or Fault: the record where the replica stopped following.

How this page is made

Drawn from the C++ declaration’s reflection specifiers, not exported from the editor.

  • the palette lists Make and Break under Utilities, Struct; the reference groups them by struct